Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Natural Disasters
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infixo  [developer] 14 Apr, 2017 @ 5:39pm
Version 2.0
I'm begining to work on Version 2.0 of Real Natural Disasters. I would appreciate comments regarding functionalities and parameters I am going to use. I have decided to implement the following key features.
  1. A new event - hurricane.
  2. Visualizations for events where I could find appropriate VFX and graphics within game's assets.
  3. Prevention mechanisms that will appear along with tech development. There will be: dedicated buildings for damage reduction, insurance-type building and city project to be able to construct strenghten buildings.
  4. Disasters will leave permanent mark on the map. New resources will spawn, some features may appear. Unfortunately, I have not yet found a method to implement plot yield changes
  5. Science gains from studying disaters (must visit the site) and Eurekas when you are hit with a really big one.
  6. Tweaks for disaster risk areas: hurricanes and tornadoes will be related to longitude, tornadoes should appear more inland, and earthquakes and volcanos should not appear deep inland (unless there are huge mountain areas).
  7. To balance the prevention mechanisms some more damage will be introduced: loss of city's accumulated yields (gold, science, etc.) and events will get slightly stronger with Eras, so the investments in prevention will be prudent.

Please visit CivFanatics[forums.civfanatics.com] for more details about the plans.
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Showing 1-14 of 14 comments
infixo  [developer] 14 Apr, 2017 @ 5:55pm 
Ad. 6. Hurricanes and tornadoes will be related to LATITUDES ofc.
FC 16 Apr, 2017 @ 4:23am 
has this been added yetand if not when willit be? Would love to use the mod but feel that it could be perfected with defensive techniques/buildings.
Gweneg 17 Apr, 2017 @ 3:49pm 
Oh! Gold is usually left behind in Hurricanes so maybe have gold sometimes appear in the wake of them (if you can figure out if it's possible).
infixo  [developer] 28 Apr, 2017 @ 7:30pm 
New - first playable Version 2.0
  • Visualizations
  • Disaster prevention mechanisms
  • Disaster resources
  • Many tweaks and improvements
This version is mainly for testing and balancing. It is NOT yet published on Steam, can be downloaded from CivFanatics.
Download and read details here[forums.civfanatics.com]
EZDiesel 28 May, 2017 @ 12:37pm 
Where do I save the file to?
Killerjerick 23 Jul, 2017 @ 7:42pm 
Would you be able to add a foreign aid mechanic to AI? Or is that too complicated? Would be cool to request foreign aid should an earthquake hit, or conversely, give foreign aid to a nation hit by a natural disaster, thus improving relations.
infixo  [developer] 31 Jul, 2017 @ 1:40am 
@Killerjerick The idea of some aid to civs that had a disaster has already been put on the table. However, the current state of modding doesn't allow for that - the diplomacy area has very little support.
Killerjerick 1 Aug, 2017 @ 2:03am 
Originally posted by infixo:
@Killerjerick The idea of some aid to civs that had a disaster has already been put on the table. However, the current state of modding doesn't allow for that - the diplomacy area has very little support.
Fair enough, that's a shame, maybe firaxis will open up modding support in the future and it'll allow for things like that, either way, I'm very much looking forward to this mod.
[BOX] Trevish 29 Aug, 2017 @ 1:16pm 
Sounds great, wondering though: will multiplayer be supported with version 2? Currently it causes desyncs almost every turn and phantom disasters.
Edit: Ok, might not be the cause of desyncs, but it was causing disasters on one client that weren't reflected in the other client.
Last edited by [BOX] Trevish; 7 Sep, 2017 @ 12:51pm
herald4life 31 Oct, 2017 @ 6:18am 
I think you should add pandemias please like the black plague or smallpox? Perhaps it cuts down population and spreads via trade routes?
< blank > 9 Jun, 2018 @ 9:46pm 
Is this still being worked on?
Mundi ex Mentis 29 Jul, 2020 @ 3:31am 
I'd like to suggest another type of storm to add to your next version: severe thunderstorms which produce a lot of lightning strikes!

Spawn chance: wherever & whenever a blizzard, dust storm, hurricane, or tornado would naturally spawn, there is a 25% chance that it will be a thunderstorm instead.

Sizes: Mild - 1 tile, Moderate - 3 tiles in a triangle (like Eye of Sahara), or Severe - 7 tiles in a circle

Visual Effect: a thick cloud with a dark shadow beneath it, lightning bolts (both inside cloud and arcing from ground to cloud) act as a source of light if sources other than sun is enabled.

Risk / Reward: starts a forest fire if it passes over any woods tile, which can be put out by any available builder, military engineer or other support unit without costing a charge. These fires won't pillage anything on the first turn that they're made but will pillage improvements and neighborhoods in adjacent tiles if they are not put out within 1 turn after starting. If a T-storm passes over a building that requires power (airport, broadcaster, factory, stock exchange, etc.), that building will be fully powered for free during that turn. This mechanic should sometimes help a city to briefly conserve coal or oil consumption.
Example: a city that has a factory and stock exchange requires 5 total power; the local coal power plant provides only 4 power per coal unit burned, so it normally over-compensates by burning 2 coal per turn to provide 8 power (3 power surplus)! A T-storm strikes the stock exchange, temporarily lowering the power burden, resulting in the coal plant burning only 1 coal unit (to power the factory) for that turn, which also reduces the CO2 output of your civ during that turn!
Mundi ex Mentis 31 Jul, 2020 @ 7:11pm 
Notes about my previous post: the graphics option to which i referred was Dynamic Lighting - if toggled off, lightning bolts would still be visible but wouldn't illuminate shaded areas.

* Also, all support units except battering ram & siege tower should be able to put out fires.
infixo  [developer] 31 Jul, 2020 @ 11:27pm 
@mundi
I do not plan to do any modifications to the mod except making sure it is working on base game and rise & fall.
Besides - I am not a graphics guy, wouldn’t be able to add any new graphics.
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